I like this mod!It's so much fun shooting Oppressors across the map and watcing them splatter my foes.The only bug is every second shot. The bombs don't fly out of the cannon, they are ejected right at my actors feet... it's dangerous, I tell ya!

Fri Apr 10, 2009 10:46 am

Roon3

Joined: Sun May 11, 2008 12:50 pmPosts: 899

Re: The KloneKannon - Now with 20% more bees

Thanks for the comments, I was thinking of completing this mod, making a right facing cannon and another bomb or two.Inuyasha > The bug can only be fixed by clogging up one of the two exits with bunker modules, gibs, etc.

I was also thinking of making a moving cannon, but that not gonna come any time soon.

You should try making a one opening cannon, like others suggested. After all, the current mechanism is only good for making elevators.

Fri Apr 10, 2009 2:43 pm

Inuyashe

Joined: Sun Nov 30, 2008 4:56 pmPosts: 132

Re: The KloneKannon - Now with 20% more bees

Bunker modules, eh?Thanks for the tip!

Fri Apr 10, 2009 4:42 pm

Roon3

Joined: Sun May 11, 2008 12:50 pmPosts: 899

Re: The KloneKannon - Now with 20% more bees

Soldat > The floating version will have an exit on the bottom for loading, you can just clog the stationary up with bunker modules.Also working on a new bomb, the cloud bomb.

Fri Apr 10, 2009 4:45 pm

Shard

Joined: Sun May 18, 2008 5:02 pmPosts: 380Location: Florida

Re: The KloneKannon - Now with 20% more bees

Needs more bees.

Fri Apr 10, 2009 7:42 pm

Roon3

Joined: Sun May 11, 2008 12:50 pmPosts: 899

Re: The KloneKannon - Now with 20% more bees

Well guys done with the cloud bomb, I'm working on another explosive for y'all to play with.What looks better, with or without the busted label?

Sat Apr 11, 2009 7:09 pm

Roon3

Joined: Sun May 11, 2008 12:50 pmPosts: 899

Re: The KloneKannon - Now with 65% Flippyness

Since no one commented I went with clean. Added a flipped Kannon. Both Kannons can now be found under bunker systems. Also added two more bombs.

Enjoy!

Mon Apr 13, 2009 8:26 am

Inuyashe

Joined: Sun Nov 30, 2008 4:56 pmPosts: 132

Re: The KloneKannon - Now with 65% Flippyness

Awesome!Shooting Opressors the other way, here I come!

Though, I personally liked the labelled crate more.

Mon Apr 13, 2009 10:25 am

Rocksonic

Joined: Sat Jan 10, 2009 1:55 amPosts: 75

Re: The KloneKannon - Now with 65% more flippyness

Unlabeled crate = bettar.

This mod is win btw.

Mon Apr 13, 2009 6:39 pm

Roon3

Joined: Sun May 11, 2008 12:50 pmPosts: 899

Re: The KloneKannon - Now with 65% more flippyness

Thanks guys,I think I'll put this project on hold for a while, while I start working on a new major project. (Teasers will come when I get sprites down) I've also got two side projects, so I'll see how it works out. Thanks again!

Mon Apr 13, 2009 8:37 pm

shadow

Joined: Mon Jan 12, 2009 10:16 pmPosts: 310Location: England

Re: The KloneKannon - Now with 65% more flippyness

That makes me sad you're putting this on halt. It's probably one of the most useful mods around.

Mon Apr 13, 2009 9:03 pm

Roon3

Joined: Sun May 11, 2008 12:50 pmPosts: 899

Re: The KloneKannon - Now with 65% more flippyness

Don't worry, I will continue this later. I have a few bomb ideas for build 23 and I might, if possible make a hand held cannon with Lua.

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